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                        Returning 35 results for 'deals insight are both'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using
                                                
                                            
                                                
                                                     Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
                                                
                                            
                                                
                                                     your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     successful DC 10 Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait
                                                
                                            
                                                
                                                     already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form deals 1
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
                                                
                                            
                                                
                                                     throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
                                                
                                            
                                                
                                                     throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
                                                
                                            
                                                
                                                     by transmitting emotion to the creature carrying or wielding it.
Truth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
Destroying the Sword. Zariel can destroy the
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom
                                                
                                            
                                                
                                                     vampire fang)
1 vampire
You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    : Instantaneous
 Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead
                                                
                                            
                                                
                                                     of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    : Instantaneous
 Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead
                                                
                                            
                                                
                                                     of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Proposal Diabolical deals start with either the devil or the character broaching the subject and offering something. The terms of the deal require, at a minimum, the devil to offer a gift and the
                                                
                                            
                                                
                                                    , they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    )
 
  CHA
 16(+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
 Senses passive Perception 16
 Languages any two languages
                                                
                                            
                                                
                                                    
 Challenge 1 (200 XP)
 Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
 Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
   STR
  10 (+0)
 
  DEX
  15 (+2)
 
  CON
  10 (+0)
 
  INT
  12 (+1)
 
  WIS
  14 (+2)
 
  CHA
  16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion
                                                
                                            
                                                
                                                     Dash, Disengage, or Hide action.
 Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , noble, spy, thug Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammon’s greed overwhelms everything else. He deals with
                                                
                                            
                                                
                                                     after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    
 16 (+3)
 CON
 12 (+1)
 INT
 15 (+2)
 WIS
 14 (+2)
 CHA
 17 (+3)
 
 Saving Throws Dex +5, Cha +5
 Skills Insight +4, Perception +4, Performance +7, Stealth +5
 Senses passive Perception 14
                                                
                                            
                                                
                                                     creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s Enchanting Presence for 24 hours.
 Whenever the muse deals damage to the charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , forcing them to provide insight on all manner of subjects. Roleplaying Mahadi Outwardly, Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though
                                                
                                            
                                                
                                                     inform Mahadi (and by extension Asmodeus) about Arkhan’s possession of the Hand of Vecna, Mahadi does everything he can to strike a deal with them, offering any of the gifts listed under “Mahadi’s Deals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ) 
 
  INT
  13 (+1) 
 
  WIS
  15 (+2) 
 
  CHA
  14 (+2)
Skills Insight +4, Perception +6
 Senses passive Perception 16
 Languages Common (can’t speak in raven form)
 Challenge 2 (450 XP
                                                
                                            
                                                
                                                     imitations with a successful DC 10 Wisdom (Insight) check.
 Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    )
 
  CON
  18 (+4)
 
  INT
  17 (+3)
 
  WIS
  20 (+5)
 
  CHA
  20 (+5)
Saving Throws Wis +9, Cha +9
 Skills Insight +9, Perception +9
 Damage Resistances radiant; bludgeoning, piercing, and
                                                
                                            
                                                
                                                    )
 Angelic Weapons. The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
 Innate Spellcasting. The deva’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Liara Portyr As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with
                                                
                                            
                                                
                                                    )
 
  CON
  15 (+2)
 
  INT
  14 (+2)
 
  WIS
  14 (+2)
 
  CHA
  16 (+3)
Saving Throws Con +4, Wis +4
 Skills Athletics +5, Deception +5, Insight +4, Intimidation +5
 Senses passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    
 14(+2)
 
  WIS
 17(+3)
 
  CHA
 18(+4)
Skills Insight +7, Medicine +7
 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
 Senses darkvision 60 ft., passive
                                                
                                            
                                                
                                                     the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
 Fey Step (Recharge 4–6). As a bonus action, the eladrin can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the Monster Manual, provided you don’t add traits that alter a creature’s Hit Points, confer Temporary Hit Points, or change the amount of damage the creature deals to other creatures. Creature
                                                
                                            
                                                
                                                     imitations with a successful DC 14 Wisdom (Insight) check. Poison Tolerant. The creature has Advantage on saving throws it makes to avoid or end the Poisoned condition. Resonant Connection. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +4  +7 
      Ability Score Mod Save 
    Int  12  +1  +1 
  Wis  14  +2  +5 
  Cha  14  +2  +5 
   
 Skills Deception +5, Insight +5, Perception +8
 Resistances Cold
 Immunities Fire
                                                
                                            
                                                
                                                     each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.
 Diabolical Restoration. If the devil dies outside the Nine Hells, its body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     (+0)
 CHA
 13 (+1)
 
 Damage Resistances poison
 Skills Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7
 Senses darkvision 120 ft
                                                
                                            
                                                
                                                     Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They
                                                
                                            
                                                
                                                     (13d10 + 26)
 Speed 40 ft.
    Ability Score Mod Save   Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2     Ability Score Mod Save   Int 14 +2 +2 Wis 15 +2 +2 Cha 16 +3 +3   
 Skills Deception +7, Insight +4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
  17 (+3)
 
  CON
  18 (+4)
 
  INT
  12 (+1)
 
  WIS
  14 (+2)
 
  CHA
  14 (+2)
Saving Throws Str +6, Con +7, Wis +5, Cha +5
 Skills Deception +5, Insight +5, Perception +8
                                                
                                            
                                                
                                                    ., passive Perception 18
 Languages Infernal, telepathy 120 ft.
 Challenge 5 (1,800 XP)
 Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    )
 
  CON
 16 (+3)
 
  INT
 13 (+1)
 
  WIS
 12 (+1)
 
  CHA
 14 (+2)
Skills Deception +6, Insight +3, Perception +3
 Condition Immunities charmed
 Senses darkvision 60 ft., passive
                                                
                                            
                                                
                                                     Perception 13
 Languages Common, Elvish
 Challenge 3 (700 XP)
  
 Sneak Attack (1/Turn). Portentia deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. Alchemical Crafting. You can use this tool proficiency to create alchemical
                                                
                                            
                                                
                                                    . Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. History. Proficiency with brewer’s supplies gives you additional insight on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their crèches on the Material Plane. Berbalang
 Medium
                                                
                                            
                                                
                                                     (+3) 
 
  WIS
  11 (+0) 
 
  CHA
  10 (+0)
Saving Throws Dex +5, Int +5
 Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
 Senses truesight 120 ft., passive Perception 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You
                                                
                                            
                                                
                                                     someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    )
 
  INT
 17(+3)
 
  WIS
 12(+1)
 
  CHA
 15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +7
 Senses darkvision 60 ft., passive Perception 14
 Languages Common, Elvish
                                                
                                            
                                                
                                                     round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
                                                
                                            
                                                
                                                     inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid who wants to understand a Qualith inscription in Illithinoch can make a DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments. When not
                                                
                                            
                                                
                                                     
    Str  18  +4  +8 
  Dex  16  +3  +3 
  Con  18  +4  +4 
      Ability Score Mod Save 
    Int  13  +1  +5 
  Wis  14  +2  +6 
  Cha  16  +3  +7 
   
 Skills Deception +7, Insight +6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    , Insight +8, Perception +8
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities acid, poison
 Condition Immunities charmed
                                                
                                            
                                                
                                                     the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing damage instead of bludgeoning damage.
 Actions
 Multiattack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , Dex +12, Wis +7
 Skills Deception +12, Insight +7, Perception +7
 Condition Immunities charmed, exhaustion, stunned
 Senses truesight 60 ft., passive Perception 17
 Languages Common, Elvish
                                                
                                            
                                                
                                                     bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to Nintra's claw attack except that it deals psychic damage instead of piercing damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    
 23 (+6)
 CON
 18 (+4)
 INT
 12 (+1)
 WIS
 20 (+5)
 CHA
 19 (+4)
 
 Saving Throws Dex +14, Con +12, Wis +13
 Skills Deception +12, Insight +13, Perception +13, Stealth +14
 Damage
                                                
                                            
                                                
                                                     itself. The champion remains invisible until the start of its next turn or immediately after it deals damage.
 Legendary Actions
 The champion can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.
 Actions
 Scimitar. Melee
                                                
                                            
                                                
                                                     Perception 11
 Languages the languages it knew in life
 Challenge 4 (1,100 XP)
 Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the
                                                
                                            
                                        





